Static vs. Dynamic Triggers/Colliders

In this Unity tutorial, starting at 13:13, it talks about how Unity, as an optimization, caches all static collider information. It is therefore important not to move, rotate or scale a static collider as Unity will recalculate and cache all static colliders everytime we move one.

I was wondering if the same is true of PlayCanvas. I have these rotating trigger cubes. They have collision components but no rigid body components. Will I get the same kind of potential performance hit that they are talking about in the Unity tutorial? Does PlayCanvas optimize static trigger colliders in the same way as Unity?